Witch Doctor in Sacrifice build (when Zombie Dogs skill rollback is equal 0). Where is a bug from 1.7.1.9 trinity version still 1.7.2.1. - constant summons Zombie Dogs.
This is because (in RefreshStepCachedPlayerSummons method) hashZombie.Contains(c_ActorSNO) check always returns false. And so iPlayerOwnedZombieDog always is 0.
I have a Sacrifice spam method to bypass this bug like:
public static void TrinityUsePower(SNOPower power, Vector3 vAttackPoint, int iCurrentWorldID=0, int guid=-1) {
if(power == SNOPower.Witchdoctor_Sacrifice) {
ZetaDia.Me.UsePower(SNOPower.Witchdoctor_Sacrifice, vAttackPoint, iCurrentWorldID, guid);
ZetaDia.Me.UsePower(SNOPower.Witchdoctor_SummonZombieDog, vAttackPoint, iCurrentWorldID, guid);
} else ZetaDia.Me.UsePower(power, vAttackPoint, iCurrentWorldID, guid);
}
Can you solve this bug? Thanks...
This is because (in RefreshStepCachedPlayerSummons method) hashZombie.Contains(c_ActorSNO) check always returns false. And so iPlayerOwnedZombieDog always is 0.
I have a Sacrifice spam method to bypass this bug like:
public static void TrinityUsePower(SNOPower power, Vector3 vAttackPoint, int iCurrentWorldID=0, int guid=-1) {
if(power == SNOPower.Witchdoctor_Sacrifice) {
ZetaDia.Me.UsePower(SNOPower.Witchdoctor_Sacrifice, vAttackPoint, iCurrentWorldID, guid);
ZetaDia.Me.UsePower(SNOPower.Witchdoctor_SummonZombieDog, vAttackPoint, iCurrentWorldID, guid);
} else ZetaDia.Me.UsePower(power, vAttackPoint, iCurrentWorldID, guid);
}
Can you solve this bug? Thanks...